Thanks!
Indeed you can't (:
Cohzach
Creator of
Recent community posts
Haha, this guy gets it (:
Yeah, the choice of controls was done to try and apply the theme of the jam to more abstract concepts. We tried to make the player not trusting their own intuition, reflexes and their very next step in a way that may be frustrating at times, but hopefully eventually rewarding .
We're already at work on the next version, so more content (sounds included) are coming.
Thanks a lot for the feedback!
Hi, thanks for the detailed feedback, much appreciated!
If we managed to make some of our players mad during their visit to our little asylum, it's an achievement by itself (:
I understand the frustration regarding the controls, this is a part of the game's challenge and general theme, and probably not everybody's cup of tea, but 'not trusting' our initial gaming reflexes and intuition is what we were aiming for with it. We will add controller support and WASD in the next version, but keep in mind that those will require the same mental adjustments.
As for the other issues:
- The lack of walls is intentional, but the design of the level and additional levels may vary, so having some walls at certain areas is an option.
- I agree with your note about checkpoints, we didn't manage to implement them in the timeframe of the jam, but they will be there in future versions.
- Regarding having certain elements interactable and other not and having to take risks to find out, this is a part of the theme of the game and the jam and general.
- The Comma and period keys are used to switch the order of the party members if you have more than one party member (they don't do anything when there's only one character). The other one is Backspace, not Enter, and it is used to leave party members behind.
- As for the hopping sound, your suggestion is already implemented in the game - as there are several audio clips for hopping and for landing, and the same sound never plays twice in a row. I will double check that anyway.
Thanks for the great feedback!
Yeah, bridging to the gap between a "top down" keyboard and isometric perspective takes some time, but it's a part of the challenge of the game, and I'm happy to hear you got it down.
We're already working on the next version, and even though it'll take a while for the full version to come out, considering our plans, we'll definitely keep gradually updating and modifying the game.
Hi, thanks for the honest feedback!
The idea with the pudding is that the main character can recruit other characters but can't interact with items, while Dumbo (the 2nd character) can pick up items but won't interact with other characters, therefore - giving the pudding should be done by interacting through the main character. I agree that it isn't very clear at the moment, requires some experiencing and will be emphasized more in the next update of the game, once the voting period is over.
As for the core mechanic, to each his own I guess (:
Thanks a lot for the detailed feedback!
The reference for Aronofsky's Pi is an interesting one, as it works both in regards to the palette as well as the general paranoia (:
And yeah, we're working on a couple of tweaks and additions such as checkpoints, extra dialogs and others, so stay tuned.
P.S - cool profile pic!
I really enjoyed this one, it is very skillfully made and the atmosphere is just right as the aesthetic decisions all combine to create an eerie, Inscryption-esque/Undertale-like experience.
I have two main critics though:
A. There is no surprise/turning point in the story. The direction of the plot is quite clear from the get-go and it keeps on progressing in that path without any new twists or reveals.
B. For me, it leans a bit too much on being an interactive story/experience rather than a game. By which I mean there isn't really much of a challenge the player needs to overcome. Just walk around, pick some flowers occasionalyand progress the dialogue. I do think that using 'Simon Says' as a game mechanic is clever and has a lot of untapped potential as a game mechanic.
Of course this is a matter of taste and preference, and doesn't detract from the highlights the game already achieved, and accomplishing it in the timeframe of a jam is impressive.
Well done.
Hi there, thanks for the feedback and thanks a bunch for uploading the gameplay video, it's always useful (and fun!) seeing others experiencing the game.
You actually came quite close to winning, if only you'd approach Nancique with the General after picking up the pudding with Dumbo... (:
Yeah, playing with that sort of keyboard sounds nasty, it's like a custom made Hard-Mode especially for our game. Adding key-binding or at-least alternative keys is a good idea, and we'll probably add it after the voting period is over (although we would need to somehow adjust the signs of the floating keyboard instructions for it).
I liked the mechanics, the aesthetics and the general atmosphere and feel of the game.
I would suggest an isometric game that instructs the player through the use of cardinal directions needs to show some representation of compass so that the player will know if the directions are top-down or tilted isometrically.
A clever execution of the concept - I like the the game loop you've created here of switching between detecting targets, pick pocketing and vanishing in the crowds to reduce heat. I think that the difficulty could use some balancing, as it was fairly easy to win, but the concept and mechanics are very good, well done.
A fun and well-made roguelite bullet-hell ! I dunno why, but the walking animation is hilarious, and the mimic mechanic is cool. I would like some mini-bosses from time to time to avoid things becoming too monotonous, and maybe the mimics could wait until you get closer and then charge at you to add extra tnesion, but all in all - very fun game, I enjoyed it.





